Submitted:
31 July 2024
Posted:
01 August 2024
You are already at the latest version
Abstract
Keywords:
1. Introduction
- RQ 1: What are the research trends of T-CSTs?
- RQ 2: What are the future T-CSTs’ research opportunities?
2. The Collection of Research Samples
2.1. Methodology
2.2. Overview of Publication
3. The Analysis of Research Construction
3.1. Theoretical Frameworks of T-CSTs Research
3.2. Research Aims
3.3. Design Solutions of T-CSTs
3.4. Prototyping Technologies
3.5. Evaluation of T-CSTs Solutions
4. Discussion
5. Reflection & Opportunities
5.1. Emphasize the Research on Everyday Creativity Assistance
- Hybrid materiality and interactive forms influence how interactivity is perceived by individuals, making affordance of TUI difficult to measure (Jung et al., 2017). However, using personalized intervention in TUI’s component design can help users to build in-depth and controllable mental models during interaction. For example, by incorporating AI or generative components into hardware, e.g., the detection of users’ creativity preferences, users can customize manipulation components and interaction forms to their cognitive processing, then facilitate long-term adoption of T-CSTs.
- T-CSTs could guide individuals to reflect on their self-directed and expression rather than providing excessive assistance. With reflection design, users can build a deeper understanding of creative space and give insight into the problems in everyday creation (Baumer et al., 2014).
- Evaluating the enhancement of everyday creativity by conducting experiments and workshops might be challenging to define augmented performance. Combining long-term and in-situ research approaches could capture the creators’ variation of augmented indicators and avoid various biases, e.g., the novelty effect (Rutten et al., 2021).
5.2. Utilize the Inclusiveness of the Tangible User Interface for Patients
- The concept of gamification can supply more engaging and satisfying experiences for users by arousing users’ mental flow (Xiao et al., 2022). Based on gamification in component design, T-CSTs encourage patients to engage in physical activities to develop their collaboration, motor skills, and spatial cognition.
- T-CSTs could introduce therapy research through collaboration with professional rehabilitation scholars. Some effective therapies could be explored, such as Cognitive Stimulation Therapy for the elderly and caregivers (Fink, 2010; Pric and Tinker, 2014), meditation (Ding et al., 2014), aerobic exercise (Román et al., 2018) and yoga (Donnegan et al., 2018), alpha/theta neurofeedback for musical learners (Gruzelier, 2014).
5.3. Design Artifacts to Boost Creativity Expression
- Emotional assessment method in our sample tends to be single, relying on qualitative methods, such as self-report (Jang et al., 2019) and observation (Jones et al., 2020) and questionnaire (Peng et al., 2020). Researchers could improve the quality and accuracy of emotion caption with implicit and quantitative approaches (e.g., language, facial expressions, and galvanic skin response).
- It is worthwhile to explore emotional creativity in telematic usage scenarios. Some remote T-CSTs cases were distributed artifacts but did not concentrate on emotional creativity, like online sketching and idea-generation tools for remote meetings (Lee et al., 2017), telematic synchronous system for music learning (Thorn et al., 2021), motion-capture-based VR stage space for immersive dance (Lottridge et al., 2022). Researchers could conduct extensive emotion-related research for emotional scenarios in T-CSTs.
- There was no theoretical consensus regarding the relationship between emotion and creativity, such as viewpoints disputed in the positive and negative states (Lofy, 1998; Charyton et al., 2009), self-regulation from the properties of creative task (Zenasni and Lubart, 2002) and the activation level (De Dreu et al., 2008). Therefore, the individualized emotional mechanism of creativity needs to be further explored to elicit diversified emotional effects.
- Personality-supported cases use AI to amplify human personalities in design. T-CSTs researchers could further expedite the collaboration between humans and AI, allowing users to generate personality efficiently. For example, an AI-based multi-media environment could integrate users’ personalities to build a more rhythmic, aesthetic, and immersive setting for better personalized expression.
5.4. Interact with Biological Data
- First, most current biological mechanisms for creativity used emotion as predictive mediator, other traits did not receive much attention. Researchers could consider multiple factors for augmenting creativity to decrease the bias of bio-based prediction. Take attention as an example, researchers could take it as one of the predictors with others, e.g., emotion, motivation, and choose to correspond biological modal to actualize.
- Second, using a single biological modality to understand the creation process may not be precise enough. Multi-modal design techniques can free user’s mental resources to reduce mental workload (Oviatt, 2006). A well-designed multi-modal system fusing two or more information sources can reduce recognition uncertainty (Oviatt, 2002). Multi-modal data facilitates the development of reliable and accurate recognition model for creativity.
- Researchers should promote the robustness of the devices and consider whether sensing devices might undermine the effects of creative expression. Some creative behaviors involve physical activities, such as dancing, performing, and brainstorming. For robustness, users’ adaptivity, ongoing task, dialogue, environmental context, and input modes collectively generate constraints for the biological status detection.
5.5. Decrease Physical & Cognitive Load for Natural Interaction
5.6. Balance and Standardize the Evaluation Process
6. Limitation
7. Conclusions
Appendix
Screening Samples of Review
| Authors and Times | Entry Point(s) | Augmented Factor(s) | Application | Name of Artifacts | Technological Actualization | Design Purposes | Contribution type | Used Scale & Standard |
|---|---|---|---|---|---|---|---|---|
| (Lottridge et al., 2022) | Integration;Expression | Situation;Emotion;Driven Force | Art | BeatSaber (Demo), OhShape, Tilt Brush | VR Applications with Matching handle | Reinforcement of user experience | Qualitative study | Subjective definition |
| (El-Zanfaly et al., 2022) | Integration; | Cooperation; | BusinessInnovation | Sand Playground | Tabletop Systems with a Projection system | Formation and implementation of collaboration | Qualitative study | Subjective definition |
| (Ali et al., 2022) | Integration;Execution | Cooperation;Mindset;Rhythm | Education | Escape!Bot | Social Robots with GUI Application | Formation of mindset | Mixed-Method study | Subjective definition |
| (Guo et al., 2022) | Availability; | Ability; | BusinessInnovation | VibeRate | Productivity tools | Optimization of threshold and skill | Quantitative study | SUS |
| (Senaratne et al., 2022) | Availability; | Knowledge; | Rehabilitation | TronicBoards | IoT Toolkits | Optimization of threshold and skill | Qualitative study | Subjective definition |
| (Blanco et al., 2022) | Integration; | Cooperation; | Education | Nikivision | IoT Toolkits with a Projection system | Formation and implementation of collaboration | Quantitative study | Educational data mining (EDM) |
| (Matthews et al., 2022) | Integration;Execution | Cooperation;Mindset; | Education | Animettes | IoT Toolkits | Formation and implementation of collaboration | Qualitative study | Subjective definition |
| (Endow et al., 2022) | Availability; | Ability; | Art | Embr LCTD | IoT Toolkits | Ideal manifestation | Quantitative study | Subjective definition |
| (Li et al., 2022) | Integration;Availability | Cooperation;Ability;Mindset | Education | stayFOCUSed, Group Hexagon, Tower, Remolight, Glowing Wand | IoT Toolkits | Ideal manifestation | Mixed-Method study | User experience |
| (Lahav et al., 2022) | Availability; | Ability; | Education | Osmo Tangram | IoT Kits with GUI Application | Improvement of intelligence | Quantitative study | Subjective definition |
| (Thorn, 2021) | Implementation; | Motivation; | Education | Unnamed | Wearable products with GUI Application | Ideal manifestation | Quantitative study | Subjective definition |
| (Urban Davis et al., 2021) | Integration;Expression | Cooperation;Situation;Personality | BusinessInnovation | Calliope 3D modeling | VR Applications | Formation and implementation of collaboration | Qualitative study | Subjective definition |
| (Alex et al., 2021) | Implementation;Integration | Motivation;Situation; | Rehabilitation | Unnamed | VR Applications | Reinforcement of user experience | Qualitative study | Subjective definition |
| (Ali et al., 2021) | Integration; | Cooperation;Situation; | Education | Jibo | Social Robots with GUI Application | Ideal manifestation | Mixed-Method study | TCT-DP |
| (Hubbard et al., 2021) | Execution;Implementation | Mindset;Rhythm;Driven Force | Entertainment | DIY Fluffy Robots | Social Robots with GUI Application | Improvement of cognition and knowledge | Mixed-Method study | Affinity diagramming and thematic analysis |
| (Hu et al., 2021) | Integration; | Cooperation;Situation; | Art | Kuri | Social Robots with a Projection system | Ideal manifestation | Mixed-Method study | Factors of Divergent Thinking |
| (Elgarf et al., 2021) | Integration;Execution | Cooperation;Situation;Rhythm | Entertainment | CUBUS and NAO robot | Social Robots with GUI Application | Formation of mindset | Quantitative study | Subjective definition |
| (Ali et al., 2021) | Integration;Execution | Cooperation;Situation;Mindset | Entertainment | Jibo | Social Robots with GUI Application | Formation of mindset | Mixed-Method study | TTCT, TCT-DP |
| (Belakova and Mackay, 2021) | Integration;Implementation | Situation;Driven Force; | Work | SonAmi | Productivity tools with Cup | Ideal manifestation | Qualitative study | Subjective definition |
| (Somma et al., 2021) | Availability;Execution | Ability;Mindset;Driven Force | Rehabilitation | Unnamed | IoT Toolkits with GUI Application | Improvement of cognition and knowledge | Mixed-Method study | Subjective definition |
| (Chen et al., 2021) | Availability; | Ability;Knowledge; | Education | FritzBot | IoT Toolkits | Optimization of threshold and skill | Quantitative study | USE, NASA-TLX |
| (Hirsch et al., 2021) | Availability;Implementation | Knowledge;Motivation; | Art | Unnamed | IoT Products | Improvement of cognition and knowledge | Quantitative study | Subjective definition |
| (Tseng et al., 2021) | Implementation;Availability | Motivation;Ability;Emotion | Entertainment | PlushPal | IoT Kits with GUI Application | Ideal manifestation | Mixed-Method study | Subjective definition |
| (Martelloni et al., 2021) | Availability;Implementation | Ability;Driven Force; | Art | Unnamed | Instruments | Reinforcement of user experience | Qualitative study | Subjective definition |
| (Im and Rogers, 2021) | Expression;Implementation | Emotion;Motivation; | Education | Draw2Code | AR Applications with GUI Application | Improvement of cognition and knowledge | Qualitative study | Subjective definition |
| (Jones et al., 2020) | Implementation; | Motivation; | BusinessInnovation | Wearable Bits | Wearable products | Optimization of threshold and skill | Qualitative study | Subjective definition |
| (Segura et al., 2020) | Implementation;Integration | Motivation;Situation; | Education | VR-OCLS | VR Applications with Matching handle | Promotion of environment and situation | Qualitative study | Subjective definition |
| (Neate et al., 2020) | Availability; | Knowledge;Ability; | Rehabilitation | CreaTable | Tabletop Systems with GUI Application | Optimization of threshold and skill | Qualitative study | Subjective definition |
| (Kim, 2020) | Execution;Implementation | Mindset;Driven Force; | Education | EPL-based robot | Social Robots | Formation of mindset | Quantitative study | Subjective definition |
| (Alves-Oliveira et al., 2020) | Execution;Implementation | Mindset;Motivation;Driven Force | Education | YOLO | Social Robots | Formation of mindset | Quantitative study | TCT-DP, CREA |
| (Peng et al., 2020) | Expression;Execution | Emotion;Mindset; | Education | Unnamed | Social Robots | Emotional awakening | Quantitative study | Subjective definition |
| (Lin et al., 2020) | Integration;Implementation | Cooperation;Motivation; | BusinessInnovation | Cobbie | Social Robots | Reinforcement of user experience | Mixed-Method study | CSI |
| (Sabuncuoglu, 2020) | Availability;Integration | Ability;Situation; | Rehabilitation | Unnamed | IoT Toolkits | Optimization of threshold and skill | Qualitative study | Subjective definition |
| (Cox and Semwal, 2020) | Integration; | Situation; | Art | Line-Storm Ludic System | IoT Toolkits with GUI Application | Promotion of environment and situation | Qualitative study | Subjective definition |
| (Jessen et al., 2020) | Availability; | Ability; | BusinessInnovation | Unnamed | AR Applications | Ideal manifestation | Quantitative study | Objective definition |
| (Le Goc et al., 2020) | Integration; | Cooperation; | Entertainment | Zooid | AR Applications with Lego Mindstorms | Formation and implementation of collaboration | Qualitative study | Subjective definition |
| (Costa et al., 2019) | Integration; | Situation; | Art | Songverse | VR Applications with Matching handle | Reinforcement of user experience | Mixed-Method study | SUS |
| (Rond et al., 2019) | Integration; | Situation; | Art | ImprovBot | Social Robots | Ideal manifestation | Qualitative study | Subjective definition |
| (Jang et al., 2019) | Implementation; | Motivation;Driven Force; | Work | Monomizo | Productivity tools | Reinforcement of user experience | Qualitative study | Subjective definition |
| (Aslan et al., 2019) | Availability;Integration | Ability;Situation; | Work | Unnamed | Productivity tools with GUI Application | Reinforcement of user experience | Quantitative study | Subjective definition |
| (Bellucci et al., 2019) | Availability; | Ability; | Life | T4Tags 2.0 | Life and home supple | Ideal manifestation | Mixed-Method study | Subjective definition |
| (Tamashiro et al., 2019) | Implementation; | Motivation; | Education | Unnamed | IoT Toolkits | Ideal manifestation | Qualitative study | Subjective definition |
| (Chou et al., 2019) | Implementation;Execution | Motivation;Driven Force;Mindset | Education | e-Tuning | IoT Toolkits with GUI Application | Optimization of threshold and skill | Quantitative study | Subjective definition |
| (Masril et al., 2019) | Availability;Execution | Ability;Mindset; | Entertainment | Lego Mindstorms | IoT Toolkits | Formation of mindset | Quantitative study | TKF |
| (Cullen and Metatla, 2019) | Availability;Implementation | Ability;Motivation; | Rehabilitation | Unnamed | IoT Kits | Formation of mindset | Qualitative study | Subjective definition |
| (Chen et al., 2019) | Expression; | Emotion; | Entertainment | Humming box | IoT Kits | Formation of mindset | Qualitative study | Subjective definition |
| (Scheidt and Pulver, 2019) | Availability; | Ability; | Education | Any-Cubes | IoT Kits | Improvement of cognition and knowledge | Qualitative study | Subjective definition |
| (Law et al., 2019) | Integration; | Situation; | BusinessInnovation | Nameless HRCD system | Interactive Systems with GUI Application | Management of workspace | Mixed-Method study | Subjective definition |
| (Dube and ince, 2019) | Integration; | Situation; | Art | Nameless device | AR Applications with GUI Application | Reinforcement of user experience | Quantitative study | Think-aloud approach, User Interaction Satisfaction (QUIS), the Computer Usability Satisfaction Questionnaire, NASA Task Load Index (NASA TLX) |
| (Sarkar et al.,2019) | Integration;Execution | Cooperation;Mindset; | Education | Unnamed | AR Applications with GUI Application | Formation and implementation of collaboration | Mixed-Method study | Guilford’s test of divergent thinking |
| (Men and Bryan-Kinns, 2018) | Availability;Integration | Ability;Situation; | Art | LeMo | VR Applications with Matching handle | Management of workspace | Qualitative study | Subjective definition |
| (Eteokleous et al., 2018) | Availability;Execution | Knowledge;Mindset; | Education | Multi-prototype | Social Robots | Formation of mindset | Quantitative study | TTCT |
| (Yang et al., 2018) | Integration; | Situation; | BusinessInnovation | Unnamed | VR Applications with Matching handle | Ideal manifestation | Quantitative study | K-DOCS, EEG |
| (Fujinami et al., 2018) | Execution; | Mindset; | Art | UnicrePaint | Tabletop Systems with GUI Application | Ideal manifestation | Mixed-Method study | CSI |
| (Baur et al., 2018) | Availability; | Ability; | Rehabilitation | ARMin+musical environment | Social Robots with GUI Application | Ideal manifestation | Quantitative study | IMI |
| (Ehrenberg et al., 2018) | Integration; | Situation; | Work | SENSE-SEAT | Productivity tools | Promotion of environment and situation | Qualitative study | Subjective definition |
| (Mäkelä and Vellonen, 2018) | Availability; | Ability;Knowledge; | Education | Makey Makey | IoT Toolkits | Optimization of threshold and skill | Qualitative study | Subjective definition |
| (Treepong et al., 2018) | Availability; | Ability; | Life | Unnamed | AR Applications with GUI Application | Ideal manifestation | Quantitative study | Subjective definition |
| (Vishkaie, 2018) | Implementation; | Motivation; | Education | Unnamed | AR Applications with Wearable product | Reinforcement of user experience | Qualitative study | Subjective definition |
| (Nguyen et al., 2017) | Integration; | Situation; | Work | Vremire | VR Applications with GUI Application | Promotion of environment and situation | Qualitative study | SSQ |
| (Kountouras and Zannos, 2017) | Integration;Implementation | Cooperation;Motivation; | Education | GESTUS | Tabletop Systems | Formation and implementation of collaboration | Mixed-Method study | Subjective definition |
| (Lee et al., 2017) | Integration; | Cooperation; | Work | All4One | Tabletop Systems with the Projection system | Ideal manifestation | Qualitative study | Subjective definition |
| (Yamaguchi and Kadone, 2017) | Expression;Availability | Emotion;Ability; | Education | TwinkleBall | IoT Products with GUI Application | Optimization of threshold and skill | Quantitative study | LMA |
| (Seo et al., 2017) | Execution; | Mindset; | Rehabilitation | Unnamed | IoT Kits | Formation of mindset | Qualitative study | Subjective definition |
| (Cibrian et al., 2017) | Availability; | Ability; | Rehabilitation | BendableSound | Interactive Systems | Optimization of threshold and skill | Mixed-Method study | SUS |
| (Bouville et al., 2016) | Integration; | Situation; | Art | Unnamed | VR Applications | Promotion of environment and situation | Qualitative study | Subjective definition |
| (Jackson et al., 2016) | Integration; | Situation; | Art | Lift-Off | VR Applications with Intelligent pen | Ideal manifestation | Mixed-Method study | Subjective definition |
| (Kahn et al., 2016) | Execution;Availability | Mindset;Ability; | Education | ATR’s Robovie | Social Robots with Sand table | Formation of mindset | Mixed-Method study | Subjective definition |
| (Tintarev et al., 2016 | Availability; | Ability;Knowledge; | Education | Unnamed | IoT Toolkits | Optimization of threshold and skill | Qualitative study | Subjective definition |
| (Zhi et al., 2015 | Implementation; | Motivation;Driven Force; | Education | Unnamed | Social Robots with Lego Mindstorms | Ideal manifestation | Quantitative study | EEG |
| (Strawhacker and Bers, 2015) | Integration;Execution | Situation;Mindset; | Education | LEGO WeDo | IoT Toolkits with GUI Application | Promotion of environment and situation | Mixed-Method study | Solve Its |
| (Jou and Wang, 2015) | Execution; | Mindset; | Education | Unnamed | Interactive Systems | Formation of mindset | Quantitative study | CCTST, PAC |
| (Kahn et al., 2014) | Integration;Availability | Situation;Ability; | BusinessInnovation | ATR’s Robovie | Social Robots with GUI Application | Ideal manifestation | Qualitative study | Subjective definition |
| (Cosentino et al., 2014 | Integration; | Situation; | Art | WB-4 robot system | Social Robots | Ideal manifestation | Quantitative study | Subjective definition |
| (Wang et al., 2014) | Execution; | Mindset; | Education | StoryCube | IoT Kits with GUI Application | Formation of mindset | Qualitative study | Subjective definition |
| (Branje and Fels, 2014) | Availability; | Ability;Knowledge; | Art | Vibrochord | Instruments | Ideal manifestation | Quantitative study | Instrument characteristics |
| (Salvador-Herranz et al., 2014) | Integration; | Cooperation; | Work | Unnamed | AR Applications with a Projection system | Formation and implementation of collaboration | Qualitative study | Subjective definition |
| (Campos et al., 2014) | Execution; | Mindset; | Work | Second Look | AR Applications | Ideal manifestation | Qualitative study | Subjective definition |
| (Yamaoka and Kakehi, 2013) | Integration; | Situation; | Work | DePENd | Productivity tools with GUI Application | Promotion of environment and situation | Mixed-Method study | Subjective definition |
| (Nasman and Cutler, 2013) | Availability; | Ability;Knowledge; | BusinessInnovation | Unnamed | Interactive Systems with a Projection system | Optimization of threshold and skill | Mixed-Method study | Subjective definition |
| (Barbosa et al., 2013) | Availability;Implementation | Ability;Driven Force; | Art | Illusio | Instruments | Reinforcement of user experience | Qualitative study | Subjective definition |
| (Giannoulis and Sas, 2013) | Expression | Emotion | BusinessInnovation | VibeRate | Wearable | Ideal manifestation | Quantitative study | Subjective definition |
| (Schmitt et al., 2012) | Integration; | Cooperation; | Work | Unnamed | Tabletop Systems with a Projection system | Ideal manifestation | Qualitative study | Subjective definition |
| (Liu et al., 2012) | Expression;Availability | Emotion;Ability; | Education | Unnamed | IoT Products with GUI Applications | Optimization of threshold and skill | Quantitative study | LMA |
| (Thieme et al., 2011) | Implementation;Expression | Motivation;Driven Force;Emotion | life | Lovers' box | Life and home supple | Optimization of threshold and skill | Qualitative study | Subjective definition |
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